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Gabriel Knight 3: Blood of the Sacred, Blood
of the Damned
Review by Jen
Introduction
I finished GK3 last night, and my mind is still reeling
... oh, where do I start? This is the third in the illustrious
series of Gabriel Knight games written by Jane Jensen for
various incarnations of Sierra. Some have hailed it as "the
game that will save the adventure genre," but I don't think
the genre needs saving. If it did need saving, though,
GK3 might do it.
Both GK1 and GK2 were among the first (if not the
only) adventure games targeted to adultsthere are sexual
overtones and strong language and they offer rich, complex plots
because there was never any attempt to make the stories understandable
to children or dummies.
Both of the previous two GK games have supernatural themesGK1:
Sins of the Fathers dealt with voodoo; GK2: The Beast Within,
werewolves. GK3 is no exceptionthis time it is
vampires.
Gabriel Knight is a Schattenjäger, which, if memory serves,
is German for Shadow Hunter. It is a job he did not want; rather
it was forced upon him by his heritage. (The roots of that heritage
finally come to light in GK3.) He is aided by Grace Nakimura,
his bookstore clerk in GK1 and research assistant in GK2
and GK3. In GK2, the player alternated in the
roles of Gabriel and Grace; this element has been carried forward
into GK3.
The Story (No Spoilers)
Gabriel is invited to a weekend soiree by Prince James of Scotland's
Stewart royal line. Prince James's ancestors have a long history
of vampire troubles ("severe anemia"), and Prince James
(who now lives in Paris) wants Gabriel to protect his infant son.
Gabriel is asleep in the baby's room and wakes up to see the child
being carried out through the bedroom window. He gives chase as
far as he can, onto a train bound for Rennes-le-Château,
a mountain town in the French Alps, where he is cold-cocked. He
wakes up in the RLC train station, and the game begins ...
I find myself itching to summarize the whole plot here; however,
not only can I not do it without offering up tons of spoilers,
but it would take at least 50 pages. The game's story could actually
fill a novel very nicely. I will settle for saying that most adventure
gamers like games that are long on plot, and GK3 is very long
on plot.
The pacing is a little offsome parts are very tedious,
giving out the story in dribs and drabs, and then other parts
pack in a whole lot of info in a very short time. And yes, the
scenarios are improbable, but no more so than any supernatural
or horror book. Jane Jensen actually does a great job of tying
together various historical and mystical facts and fictions in
a plausible manner, but you do have to suspend your disbelief.
Sounds
The voice acting is fantastic in GK3. Some of the accents
(notably Tim Curry's as Gabriel) are a little too exaggerated,
but they don't really detract from the fact that all of the characters
are given full personalities by their voice actors. In particular,
the woman who gave voice to Grace did an outstanding job. The
music is also wonderfulnone of that three-notes-over-and-over-again
stuff here. Each location has a different theme, and there is
appropriate scary music when a sense of foreboding is warranted.
I can't say there was ever any time that I wished I could turn
off the music, as is the case with so many games. The sound effects
were superbthe designers even thought of the little things,
like changing the sounds of the footfalls according to the surface
that was being walked upon. I particularly wanted to point out
the realism of the "water" sound effectI had to
go to the bathroom a little more than usual whenever I was around
a fountain.
Graphics
So far this review has been nothing but glowing praise, but now
I come to the graphics. I do not like the appearance of 3D graphics,
I do not like it, Sam I am. I have heard GK3's graphics
described as "flat," but that's not really the case.
What they look like to me is this: someone fashioned a clear plastic
model of a person, a building, whatever, and then painted the
detail on the inside of the model. For example, a person's
head: the mouths and eyes are very expressive, but the eyebrows
don't stand up from the rest of the face, and in profile, the
open mouths have a solid black wedge in between the teeth instead
of open air. There are some positive things, thoughthe eyes
are beautiful, and surfaces like wallpaper, carpet, bricks, etc.,
are also very lovely. There are also some nice touches of realismfor
example, GK3 takes place over three days, and this is the
first game I've ever seen where the characters actually change
their clothes every morning.
GK3 allows you the choice of using hardware or software
rendering for the 3D graphics, so those without a 3D card can
still play the game. I don't have a 3D card, but there is an older,
underpowered ATI Rage 3D Pro (?I think I got that right)
chip soldered onto my computer's motherboard. If I chose that
for the 3D rendering, the textures and fills all looked great,
but for some reason plants and fences showed as solid green rectangles.
You can see what I mean in some of the screenshots. If I switched
to software 3D rendering, the plants and fences looked fine, but
the pixels were gigantic. However, hardware/software rendering
can be switched on the fly, so I switched to software rendering
in those rare instances when I needed to see through a plant or
fence. I felt the graphic artists did the best they could with
the tools available to them; the end result is just not attractive
to me. You know what they say, though, "beauty is in the
eye of the beholder."
Interface/Gameplay/Puzzles
GK3's interface is fantasticalthough I have seen
a lot of complaining about it, I found it very easy to use. Left-clicking
on an item brings up your verb choices, and you can control movement
and camera angles with holding down the left mouse button and
swooping around. The inventory is a little awkwardyou must
right-click to bring up the "options" screen, then click
on the inventory icon, and then choose the item you want to pick
up, and then exit the inventory screen, but then the inventory
item you chose stays as one of your verbs.
Conversation is mostly automaticthere are no dialogue trees,
just icons of what to talk about. Your choices don't change anything
except the order of the discussion.
Rennes-le-Château is a big place, in game terms, and when
you leave Rennes-le-Château, there are numerous other locations
in the surrounding countryside. For me, the traveling got really
old, and the loading time between "rooms" is pretty
slow. For instance, say you need to find someone to talk to in
order to progress the gameyou have a pretty good idea of
who it is and what you need to talk about, but you have no idea
where to find him/her. You set off to find the person, and it
can take a good half an hour just to go to all of the locations
if you guess isn't lucky. Sometimes the characters do have favorite
places; for instance, the Abbe of the local church spends an unholy
(I threw that in gratuitously for all you punsters out there)
amount of time on top of a tower looking through binoculars, and
I quickly learned to look there first when I needed to talk to
him.
Another issue with this 3D real-time business that I don't much
care for is the fact that I missed certain things by not being
in the right place at the right time. I needed about a thousand
hints to complete the game, and I would take a hint only to find
out about something that I didn't do or see earlier in the game
with no way to go back to it. However, there are only certain
tasks that must be completed in order to progress through the
game, and those will always wait for you. Sometimes you might
feel a little clueless as to what's going on, but you can't get
irredeemably stuck.
The puzzles were very well integrated into the game. There were
one or two unlikely ones, in particular, the one involved in obtaining
transportation, but mostly they served well to move the story
along. They run the gamut from easy and obvious to next to impossible,
but the variety is great. No mazes, no sliding tile puzzles, and
only a teensy bit of reflexology near the end of the game. Mostly
you don't die, but there are some death traps near the end. However,
after you bite the proverbial big one, you get a "retry"
button that puts you back at the beginning of the puzzle. This
is always a welcome feature to the uncoordinated adventurer such
as me.
Conclusion
GK3 is a long, difficult, immersive game with a strong,
adult-oriented plot. Even with liberal use of hints, it still
took me at least 40 hours to play the game, and I certainly felt
like I got my money's worth. I would recommend it heartily and
readily to anyone who really wants to sink his or her teeth into
a game and be carried away by a computer into another world. This
is one series that does not get oldI feel as if I really
know the characters, and they have detailed, fully fleshed-out
personalities, including human fallibilities and foibles. I find
myself already hoping for another installment in the GK series. 
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The Verdict
The Lowdown
Developer: Sierra
Studios
Publisher: Sierra
Studios
Release Date: November 1999
Available for: 
Four Fat Chicks Links
Player
Feedback
Screenshots



System Requirements
Pentium 166 with first-generation 3D card with 4 MB+ RAM (PII
266 preferred)
Pentium 233 without 3D card, 32 MB RAM
SVGA at 16-bit high color
Windows-compatible sound card
Second-generation 3D card preferred
Where to Find It

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